Server and game system

ABSTRACT

A server is data-communicably connected to respective gaming machines and enables a mail transmission and reception among the gaming machines. Each of the gaming machines has an imaging unit that images a player and an input unit through which the player inputs his/her identification data item. The server has a storage and a rewriting unit rewriting the contents of the storage. When a specifying data item stored in the storage and associated with a player image data item resulting from an imaging by the imaging unit of any of the gaming machines is not identical to a specifying data item received from the gaming machine, the specifying data item stored in the storage is rewritten by the rewriting unit.

CROSS REFERENCE TO RELATED APPLICATION

This application is based upon and claims the benefit of priority fromthe prior Japanese Patent Applications No. 2005-158415, filed on May 31,2005 and No. 2005-158416, filed on May 31, 2005, the entire contents ofwhich are incorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a server that is data-communicablyconnected to respective gaming machines such as a pachi-slot machine, apinball machine, and the like in which variably-displayed symbols can bestopped by a player's operation, and also relates to a game system thatincludes the server and the gaming machines.

2. Description of Related Art

Some gaming machines such as a pachi-slot machine, a pinball machine,and the like have various functions in order to prevent a player fromgetting tired during a game. For example, Japanese Patent UnexaminedPublication No. 9-290068 discloses a gaming machine that has a liquidcrystal television so that a player can watch a TV program or collectvarious information while sitting in a chair during a game or during abreak time.

In general, a player who has played a game in a gaming machine uses acounter to count a game value of medals or the like he/she has acquiredfrom the gaming machine, and a ticket on which a result of counting isrecorded is issued. The player brings the ticket to a prize-exchangingbooth, where he/she can get a prize in accordance with the number ofmedals acquired. However, some people dishonestly bring medals in fromoutside and counts the medals with the counter, for the purpose ofobtaining a prize. In order to prevent such fraud, a fraud preventionsystem is proposed for example in Japanese Patent Unexamined PublicationNo. 2001-224830. This system utilizes a member's card owned by eachplayer, for comparing the number of medals paid out from a gamingmachine with the number of medals counted by a counter, therebydetermining whether any fraud is occurring or not.

SUMMARY OF THE INVENTION

Sometimes, a group of players come to a game arcade and play games. Whenthese players use gaming machines that include the above-mentionedliquid crystal television, each individual player can watch a TV programor collect various information by himself/herself, but he/she cannotcommunicate with the other players, for example, for the purpose ofsharing information about games. This gives a player a sense of comingto the game arcade and playing a game alone, although he/she has come tothe game arcade with other persons. For this reason, it is desired thatplayers can communicate with each other. It may be possible to give agaming machine a function to communicate with other gaming machines sothat players can communicate with each other. In this case, however, aplayer has to know which gaming machine his/her communicates is using inorder to designate the gaming machine. However, a player does not stayat one gaming machine but often moves to a different gaming machine inaccordance with game results, and therefore it is difficult that aplayer always knows which gaming machine his/her communicatee is using.In addition, a player cannot concentrate on a game while exerting aneffort to always know which gaming machine his/her player is using now.

The above-mentioned fraud prevention system forces all players to carrytheir own member's cards. Therefore, the players must always carry theirmember's cards while moving from one gaming machine to another. Inaddition, this system causes inconvenience to a player, because itrequires an operation of a player, such as inserting his/her member'scard into a gaming machine. Moreover, a manager of a game arcade mustkeep monitoring whether each member's card is carried by an appropriateperson or not. This is burdensome to the manager.

An object of the present invention is to provide a server and a gamesystem that enable a player to transmit and receive a mail to and fromanother player even though the player does not know a place of anotherplayer.

Another object of the present invention is to provide a server and agame system that can, without requiring a monitoring by a manager of agame arcade, prevent fraud in a counter for counting a game value.

According to a first aspect of the present invention, there is provideda server that is data-communicably connected to respective gamingmachines and enables a mail transmission and reception among the gamingmachines. Each of the gaming machines has an imaging unit that images aplayer and an input unit through which the player inputs his/heridentification data item. The server comprises a storage, a firstdetermination unit, a second determination unit, a rewriting unit, amail reception unit, and a mail transmission unit. The storagerewritably stores therein a player image data item resulting from animaging by the imaging unit, a specifying data item that specifies eachof the gaming machines, and the identification data item, in such amanner that these data items are associated with one another. The firstdetermination unit determines, upon every imaging by the imaging unit,whether a player image data item resulting from the imaging has beenstored in the storage or not. When the first determination unitdetermines that the player image data item resulting from the imaginghas been stored in the storage, the second determination unit determineswhether or not a specifying data item associated with the player imagedata item in the storage is identical to a specifying data itemreceived, upon every imaging by the imaging unit, from a gaming machinethat has the imaging unit. When the second determination unit determinesthat the specifying data items are not identical, the rewriting unitrewrites the specifying data item associated with the player image dataitem in the storage into the specifying data item received from thegaming machine. The mail reception unit receives from any of the gamingmachines a mail addressed to the identification data item. The mailtransmission unit transmits the mail based on a specifying data itemstored in the storage and associated with the identification data itemto which the mail is addressed.

According to a second aspect of the present invention, there is provideda game system that includes gaming machines and a serverdata-communicably connected to the respective gaming machines, andenables a mail transmission and reception among the gaming machines.Each of the gaming machines comprises a specifying data item storage, animaging unit, a player image data item generation unit, an output unit,an input unit, a mail preparation unit, a mail transmission unit. Thespecifying data item storage stores therein a specifying data item forspecifying the gaming machine itself. The imaging unit images a player.The player image data item generation unit generates a player image dataitem based on a result of an imaging by the imaging unit. The outputunit outputs the player image data item generated by the player imagedata item generation unit together with the specifying data item.Through the input unit, a player inputs his/her identification dataitem. The mail preparation unit prepares a mail addressed to anidentification data item of another player. The mail transmission unittransmits the mail prepared by the mail preparation unit. The servercomprises a first reception unit, a second reception unit, a storage, afirst determination unit, a second determination unit, a rewriting unit,a mail reception unit, and a mail transmission unit. The first receptionunit receives the player image data item and the specifying data itemoutputted from the output unit. The second reception unit receives theidentification data item inputted through the input unit. The storagerewritably stores therein the player image data item, the specifyingdata item, and the identification data item, in such a manner that thesedata items are associated with one another. The first determination unitdetermines whether the player image data item received by the firstreception unit has been stored in the storage or not. When the firstdetermination unit determines that the player image data item has beenstored in the storage, the second determination unit determines whetheror not a specifying data item associated with the player image data itemin the storage is identical to the specifying data item received by thefirst reception unit together with the player image data item. When thesecond determination unit determines that the specifying data items arenot identical, the rewriting unit rewrites the specifying data itemassociated with the player image data item in the storage into thespecifying data item received from the gaming machine. The mailreception unit receives from any of the gaming machines a mail addressedto the identification data item. The mail transmission unit transmitsthe mail based on a specifying data item stored in the storage andassociated with the identification data item to which the mail isaddressed.

In the first and second aspects, in a case where the player image dataitem resulting from the imaging by the imaging unit has already beenstored in the storage and in addition the specifying data itemassociated with the player image data item in the storage is notidentical to the specifying data item received from a gaming machinethat has the imaging unit, the specifying data item stored in thestorage is rewritten. That is, each time the player changes the gamingmachine, contents of the storage are accordingly rewritten. Then, when amail which is addressed to an identification data item is transmitted tothe server, the server transmits the mail based on a specifying dataitem stored in the storage and associated with the identification dataitem. Accordingly, when a player wants to communicate with anotherplayer, he/she does not have to know which gaming machine another playeris using now, but has only to transmit a mail addressed to anidentification data item, so as to transmit the mail to another playerthus communicating with another player. In addition, a player canconcentrate on a game because he/she does not have to exert an effort toalways know which gaming machine his/her communicatee is using now.

According to a third aspect of the present invention, there is provideda server that is data-communicably connected to a plurality of gamingmachines each having a player imaging unit that images a player and apayout unit that pays out a game value based on a game result, and alsodata-communicably connected to a counter having a counting unit thatcounts the game value and a counting-person imaging unit that images acounting person. The server comprises a storage, a retrieval unit, and afirst notification unit. The storage stores therein a player image dataitem resulting from an imaging by the player imaging unit. The retrievalunit retrieves from the storage a player image data item that isidentical to a counting-person image data item resulting from an imagingby the counting-person imaging unit. The first notification unitnotifies a result of retrieval made by the retrieval unit.

According to a fourth aspect of the present invention, there is provideda game system that includes a plurality of gaming machines each payingout a game value based on a game result, a counter counting the gamevalue, and a server data-communicably connected to the respective gamingmachines and the counter. Each of the gaming machines comprises a playerimaging unit, a player image data item generation unit, and a playerimage data item transmission unit. The player imaging unit images aplayer. The player image data item generation unit generates a playerimage data item based on a result of an imaging by the player imagingunit. The player image data item transmission unit transmits, to theserver, the player image data item generated by the player image dataitem generation unit. The counter comprises a counting-person imagingunit, a counting-person image data item generation unit, and acounting-person image data item transmission unit. The counting-personimaging unit images a counting person. The counting-person image dataitem generation unit generates a counting-person image data item basedon a result of an imaging by the counting-person imaging unit. Thecounting-person image data item transmission unit transmits, to theserver, the counting-person image data item generated by thecounting-person image data item generation unit. The server comprises aplayer image data item reception unit, a storage, a counting-personimage data item reception unit, a retrieval unit, and a notificationunit. The player image data item reception unit receives the playerimage data item transmitted by the player image data item transmissionunit. The storage stores therein the player image data item received bythe player image data item reception unit. The counting-person imagedata item reception unit receives the counting-person image data itemtransmitted by the counting-person image data item transmission unit.The retrieval unit retrieves from the storage a player image data itemthat is identical to the counting-person image data item received by thecounting-person image data item reception unit. The notification unitnotifies a result of retrieval made by the retrieval unit.

In the third and fourth aspects, a player who is playing a game isimaged, and a player image data item is stored in the storage.Determined is whether a player image data item identical to acounting-person image data item obtained by imaging a counting person isstored in the storage or not. Thereby, whether a counting person who iscounting game values on the counter has actually played a game in agaming machine or not can be determined. Accordingly, even though, forexample, a game value acquired by a player is brought out by a dishoneststranger who then attempts counting the game value on the counter,whether this person is counting a game value he/she has acquired byhimself/herself as a result of actually playing a game or not can bedetermined. This can prevent fraud in a counter, without requiring amonitoring by a manager of a game arcade.

BRIEF DESCRIPTION OF THE DRAWINGS

Other and further objects, features and advantages of the invention willappear more fully from the following description taken in connectionwith the accompanying drawings in which:

FIG. 1 schematically illustrates a game system according to anembodiment of the present invention;

FIG. 2 is a perspective view of a gaming machine that is included in thegame system of FIG. 1;

FIG. 3 is a perspective view of a counter that is included in the gamesystem of FIG. 1;

FIG. 4 is a block diagram showing an electrical construction of thegaming machine of FIG. 2;

FIG. 5 is a block diagram showing an electrical construction of thecounter of FIG. 3;

FIG. 6 is a block diagram showing an electrical construction of a hallcomputer that is included in the game system of FIG. 1;

FIG. 7 schematically illustrates a demo screen that is displayed on aliquid crystal monitor which is mounted on a medal lending deviceincluded in the gaming machine;

FIG. 8 schematically illustrates a register screen that is displayed onthe liquid crystal monitor;

FIG. 9A is a schematic view in which completion of registration is beingnotified;

FIGS. 9B and 9C are schematic views in which non-registerability isbeing notified;

FIG. 10A schematically illustrates a mail preparation screen that isdisplayed on the liquid crystal monitor;

FIG. 10B is a schematic view in which completion of transmission of amail is being notified;

FIG. 10C is a schematic view in which non-transmittability of a mail isbeing notified;

FIG. 11 schematically illustrates a player data table that is stored inthe hall computer;

FIG. 12 schematically illustrates a gaming-machine data table that isstored in the hall computer;

FIG. 13 schematically illustrates a staff data table that is stored inthe hall computer;

FIG. 14 is a flowchart showing a main routine executed by a main body ofthe gaming machine;

FIG. 15 is a flowchart showing a main routine executed by the medallending device;

FIG. 16 is a flowchart showing a registration processing that isexecuted in the main routine of the medal lending device;

FIG. 17 is a flowchart showing a mail transmission processing that isexecuted in the main routine of the medal lending device;

FIG. 18 is a flowchart showing a player authentication processing thatis executed by the medal lending device;

FIG. 19 is a flowchart showing a main routine executed by the counter;

FIG. 20 is a flowchart showing a main routine executed by the hallcomputer;

FIG. 21 is a flowchart showing a registration processing that isexecuted in the main routine of the hall computer;

FIG. 22 is a flowchart showing a player data table updating processingthat is executed in the main routine of the hall computer;

FIG. 23 is a flowchart showing a gaming-machine data table updatingprocessing that is executed in the main routine of the hall computer;

FIG. 24 is a flowchart showing a counting person monitoring processingthat is executed in the main routine of the hall computer;

FIG. 25 is a flowchart showing a mail transmission/reception processingthat is executed in the main routine of the hall computer; and

FIG. 26 is a perspective view of an exemplified gaming machine that hasa CCD camera provided on its main body.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

In the following, a certain preferred embodiment of the presentinvention will be described with reference to the accompanying drawings.

First, a game system 100 according to an embodiment of the presentinvention will be described with reference to FIG. 1. The game system100 includes gaming machines 10, counters 30, and a hall computer 40.The gaming machines 10 and the counters 30 are placed in a hall 101which is a game arcade. Each of the gaming machines 10 gives a player103 a game value based on a game result. The counter 30 counts medalswhich serve as game values. The hall computer 40 corresponds to a“server” of the present invention, and is placed in a monitor room 102which only a staff 105, as a manager of the hall 101, is allowed toenter. The hall computer 40 is, by cables and hubs (not shown),connected to each of the gaming machines 10 and the counters 30 so thatdata communication can be done therebetween.

The gaming machine 10 is a pachi-slot machine in whichvariably-displayed symbols can be stopped due to an operation made bythe player 103. A medal serves as the game value in this embodiment.

Each of the gaming machines 10 has a main body 10 a and a medal lendingdevice 10 b which are formed as a unit and placed adjacent to each otheras shown in FIG. 2. The player 103 (see FIG. 1) buys medals from themedal lending device 10 b, and plays a game on the main body 10 a usingthe medals. The medal lending device 10 b corresponds to a “game medialending device” of the present invention.

The main body 10 a of the gaming machine 10 will be described withreference to FIGS. 2 and 4.

As shown in FIG. 2, the main body 10 a has a cabinet 2 that constitutesa whole of the main body 10 a. On the front face of the cabinet 2, amain display 2 a that substantially extends in a vertical direction isprovided. At the center of the main display 2 a, display windows 4L, 4C,and 4R each having a rectangular shape elongated in the verticaldirection are provided. Each of the display windows 4L, 4C, and 4Rshows, among symbols arranged on each of reels 3L, 3C, and 3R, threesymbols lined in the vertical direction, so that a total of nine symbolsare displayed. Pay lines are defined in the display windows 4L, 4C, and4R. The pay lines include a top line 8 b, a center line 8 c, and abottom line 8 d which are extending in a horizontal direction, and across-down line 8 a and a cross-up line 8 e which are extending in anoblique direction.

The top line 8 b is defined through top sections of the respectivedisplay windows 4L, 4C, and 4R. The center line 8 c is defined throughcenter sections of the respective display windows 4L, 4C, and 4R. Thebottom line 8 d is defined through bottom sections of the respectivedisplay windows 4L, 4C, and 4R. The cross-down line 8 a is definedthrough the top section of the display window 4L, the center section ofthe display window 4C, and the bottom section of the display window 4R.The cross-up line 8 e is defined through the bottom section of thedisplay window 4L, the center section of the display window 4C, and thetop section of the display window 4R. These five pay lines areactivated, when a BET button 11 which will be described later is pressedor when three medals are inserted into a medal insertion slot 13. In thefollowing, a pay line that is activated will be referred to as anactivated line.

The pay lines 8 a to 8 e are related to a win. To be more specific, awin is made when a certain symbol, for example an “Upper Chili” symbolfor a “small win of Upper Chili”, is stopped at a predetermined positionon any activated line or when a predetermined combination of symbols arestopped at predetermined positions on any activated line.

Within the cabinet 2, three rotatable reels 3L, 3C, and 3R are providedside by side in a widthwise direction. A column of symbols are arrangedon an outer surface of each of the reels 3L, 3C, and 3R. The columnincludes symbols that are assigned code numbers of “00” to “20”,respectively. More specifically, the column includes symbols of “Red 7”,“Blue 7”, “Lower Chili”, “Bell”, “Watermelon”, “Replay”, and “UpperChili”. As described above, symbols arranged on the respective reels 3L,3C, and 3R are visible through the display windows 4L, 4C, and 4R. Thereels 3L, 3C, and 3R are rotated at a constant speed, for example at 80rpm. The “Red 7” symbol and the “Blue 7” symbol included in the columnform a bonus win. Here, the bonus win includes a BB (Big Bonus) and anRB (Regular Bonus) which will be detailed later. Hereinafter, the BB andthe RB will generally be called a “bonus”.

A BET lamp 9 and a credit value indicator 19 are provided on the leftside of the display windows 4L, 4C, and 4R. When medals are bet for onegame, the BET lamp 9 is lighted up. The one game gets over when all thereels stop rotating. The credit value indicator 19 having a 7-segmentLED indicates the number of medals credited in the main body 10 a.

A WIN lamp 17 and a number-of-acquired-medals indicator 18 are providedon the right side of the display windows 4L, 4C, and 4R. After it isdetermined that a bonus can be made, and before the bonus is actuallymade, the WIN lamp 17 stays lighted up. The number-of-acquired-medalsindicator 18 having a 7-segment LED indicates the number of medalsacquired in accordance with a win.

A number-of-bonus-game indicator 20 is provided on the upper side of theWIN lamp 17. The number-of-bonus-games indicator 20 having a 7-segmentLED indicates the number of games that are played in a BB base game modeor an RB game mode which will be described later. The BB base game modeand RB game mode will generally be called a “bonus game mode”.

A control panel 12 in the form of a horizontal plane is provided on thelower side of the display windows 4L, 4C, and 4R. At the center of thecontrol panel 12, there is provided a liquid crystal display 5 thatdisplays a presentation image or the like. The medal insertion slot 13is provided on the right side of the liquid crystal display 5. Aninserted-medal sensor 13S is provided in the medal insertion slot 13(see FIG. 4). The inserted-medal sensor 13S senses an inserted medal.The BET button 11 is provided on the left side of the liquid crystaldisplay 5. When the BET button 11 is pressed once, the five pay lines 8a to 8 e are activated and at the same time three of the credited medalsare bet for a next game.

In a left-side part of the front face of the cabinet 2 and below thecontrol panel 12, there is provided a C/P button 14 that switchinglycommands crediting and payout of medals acquired in a game. When the C/Pbutton 14 commands payout of medals, the medals are paid out through amedal payout opening 15 which is provided in a lower part of the frontface of the cabinet 2. The medals thus paid out are received in a medaltray 16.

On the right side of the C/P button 14, a start lever 6 which can rotatewithin a predetermined range of angles is provided. In accordance withan operation made by the player 103, the start lever 6 outputs to acontroller 60 of the main body 10 a (see FIG. 4) a command signal forstarting a game. The controller 60, which has thus received the commandsignal for starting a game, starts rotating the reels 3L, 3C, and 3R sothat symbols are variably displayed within the display windows 4L, 4C,and 4R.

On the right side of the start lever 6 and below the liquid crystaldisplay 5, there is provided three stop buttons 7L, 7C, and 7R that stoprotation of the reels 3L, 3C, and 3R, respectively.

The controller 60 (see FIG. 4) controlling the main body 10 a is formedof a microcomputer, and includes a CPU (Central Processing Unit) 61, aRAM (Random Access Memory) 62, a ROM (Read Only Memory) 63, and acommunicator 64. The ROM 63 stores therein a program shown in FIG. 14,data, and the like. The RAM 62 temporarily stores therein data to beused while the program is being executed, and the like. The CPU 61enables execution of the program stored in the ROM 63. The communicator64 enables data communication with a controller 70 of the medal lendingdevice 10 b.

The controller 60 is connected to and receives input signals, whichreflect various operations made by the player 103, from componentsincluding the start lever 6, the stop buttons 7L, 7C, 7R, the BET button11, the C/P button 14, and the inserted-medal sensor 13S, and thengenerates control commands to the components. The controller 60 isconnected also to the reels 3L, 3C, 3R and a hopper 69 that functions asa payout unit, and controls them in accordance with input signals fromthem or game modes.

To be more specific, when the start lever 6 is operated the controller60 rotates the reels 3L, 3C, and 3R, and when the stop buttons 7L, 7C,and 7R are pressed the controller 60 correspondingly stops the reels 3L,3C, and 3R, respectively. When receiving from the C/P button 14 acommand to pay out medals, the controller 60 drives the hopper 69 so asto pay out medals through the medal payout opening 15. When the numberof medals that have been paid out by the hopper 69 reaches apredetermined number, the controller 60 receives a medal payoutcompletion signal from the hopper 69 and then stops the hopper 69. Here,the predetermined number means a value indicated by the credit valueindicator 19. When the BET button 11 is pressed, the controller 60activates the pay lines 8 a to 8 e and at the same time bets three ofthe credited medals for a next game. Also, when receiving from theinserted-medal sensor 13S a detection signal for the three medalsinserted into the medal insertion slot 13, the controller 60 activatesthe pay lines 8 a to 8 e and at the same time bets the inserted threemedals for a next game. When receiving from the reels 3L, 3C, and 3Rpositional signals, the controller 60 detects symbols placed on theactivated lines in accordance with the signals, and then determineswhether a win is made or not based on the combination of the symbols.

The controller 60 is further connected to the BET lamp 9, the WIN lamp17, the number-of-acquired-medals indicator 18, the credit valueindicator 19, the number-of-bonus-games indicator 20, and the liquidcrystal display 5. Depending on game modes and the like, the controller60 supplies these components with drive signals so as to light up thelamps 9 and 17, change what are indicated by the indicators 18, 19, and20, display presentation images on the liquid crystal display 5, and soon.

A clock-pulse generating circuit, a frequency divider, a random numbergenerator, and a sampling circuit are connected to the CPU 61 of thecontroller 60. The clock-pulse generating circuit generates a referenceclock pulse. The random number generator generates random numbers withina predetermined range of values. At a good timing after the start lever6 is operated, the sampling circuit samples one out of the randomnumbers generated by the random number generator. The CPU 61 determinesan internal win based on the random number thus sampled by the samplingcircuit and on a probability lottery table which is stored in the ROM63. Here, the internal win means a win which can be made at the end of agame.

The controller 60 transmits game status data via the communicator 64 tothe controller 70 of the medal lending device 10 b and furthertransmitted to the hall computer 40. The game status data includes dataconcerning the present game mode and the number of medals that have beenpaid out by the hopper 69 of the gaming machine 10. When receiving agame start permission signal from the controller 70 of the medal lendingdevice 10 b via the communicator 64, the controller 60 controls the mainbody 10 a so as to enable a game to start.

The gaming machine 10 presents three modes of a “base game mode”, an “RBgame mode”, and a “BB base game mode”. These three game modes differ intypes of the internal win, probabilities of an internally win of areplay, types of bonuses which can be made, relationship between theinternal win and determination of a win, and the like. A game modeshifts from one mode to another when, for example, a predeterminedcombination of symbols stops on the pay line.

A player wins the BB, under a condition that a combination of “Blue7-Blue 7-Blue 7” or “Red 7-Red 7-Red 7” appears on the activated line inthe base game mode. When the BB is won, the game mode shifts from thebase game mode to the BB base game mode. A player wins the RB, under acondition that a combination of “Red 7-Red 7-Blue 7” appears on theactivated line in the base game mode or under a condition that acombination of “Replay-Replay-Replay” appears on the activated line inthe BB base game mode. Winning the RB in the BB base game mode isgenerally called “JACIN”. When the RB is won, the game mode shifts tothe RB game mode.

A player wins a replay, under a condition that a combination of“Replay-Replay-Replay” appears on the activated line in the base gamemode. When a replay is won, medals, the number of which is the same asthe number of inserted medals, are automatically bet, so that the player103 can play a next game without using his/her medals. In the base gamemode and the BB base game mode, a “small win of Upper Chili”, a “smallwin of Lower Chili”, a “small win of Bell”, and a “small win ofWatermelon” can be made. That is, wins which can be made in the basegame mode is the BB, the RB, the replay, the small win of Bell, thesmall win of Watermelon, the small win of Upper Chili, and the small winof Lower Chili. When the replay is won in the base game mode, no medalis acquired. However, when the BB, the RB, the small win of Bell, thesmall win of Watermelon, the small win of Upper Chili, and the small winof Lower Chili are made in the base game mode, the player acquires 15medals, 15 medals, 10 medals, 3 medals, 1 medal, and 7 medals,respectively.

In the RB game mode, a win is made under a condition that a combinationof “Replay-Replay-Replay”, “Red 7-Replay-Replay”, or “Blue7-Replay-Replay” appears on the activated line in the base game mode. Agame played in the RB game mode is generally called a “JAC game”.

Next, the medal lending device 10 b which is included in the gamingmachine 10 will be described with reference to FIGS. 2 and 4.

As shown in FIG. 2, the medal lending device 10 b is placed adjacent toand formed as a unit with the main body 10 a of the gaming machine. Themedal lending device 10 b has a cabinet 23 whose shape is substantiallyrectangular parallelepiped and whose width is smaller than that of thecabinet 2 of the main body 10 a. The medal lending device 10 b iscontrolled by a controller 70 (see FIG. 4) placed within the cabinet 23.

On a front face of the cabinet 23, there are provided a bill insertionslot 23 a substantially at the center, a coin insertion slot 23 b on thelower side of the bill insertion slot 23 a, and a medal tray 23 c in alower part. A bill sensor 231 and a coin sensor 232 are provided in thebill insertion slot 23 a and in the coin insertion slot 23 b,respectively. The bill sensor 231 detects an inserted bill and the coinsensor detects an inserted coin. The bill sensor 231 and the coin sensor232 are connected to and transmit inserted-amount detection signal tothe controller 70 when detecting a bill and a coin, respectively. Amedal payout unit 233, which is provided inside the cabinet 23, is alsoconnected to the controller 70. The controller 70 drives the medalpayout unit 233 based on the inserted-amount detection signal receivedfrom the bill sensor 231 and/or coin sensor 232, so as to pay out apredetermined number of medals into the medal tray 23 c.

A CCD camera 24, which is provided in an upper front part of the cabinet23, functions as an “imaging unit” of the present invention, and imagesthe playing player 103 who is sitting in front of the main body 10 a ofthe gaming machine 10 as shown in FIG. 1. The CCD camera 24 is connectedto and constantly transmits captured image data to the controller 70.

A liquid crystal monitor 25, which is provided substantially at thecenter of the front face of the cabinet 23, displays screens shown inFIGS. 7, 8, 9A to 9C, and 10A to 10C. Through the liquid crystal monitor25, the player 103 can register his/her name and face image, andtransmit/receive a mail to/from another player 103 who is playing a gamein another gaming machine 10, the details of which will be describedlater. A touch panel is provided over a surface of the liquid crystalmonitor 25. The player 103 can input his/her name and prepare a mail bytouching the surface of the liquid crystal monitor 25.

On the front face of the cabinet 23, a card processing unit 26 isprovided above the liquid crystal monitor 25. The card processing unit26 includes a card issuing slot 26 a that issues an ID card (not shown),a card insertion slot 26 b into which the ID card can be inserted, and acard eject button 26 c that ejects the ID card inserted into the cardinsertion slot 26 b. The ID card has an IC chip storing data therein.When the player 103 has completed a later-described registrationprocessing, the ID card having registry data stored in its IC chip isissued out through the card issuing slot 26 a. The registry dataincludes a name and face image data of the player 103.

The CCD camera 24, the liquid crystal monitor 25, and the cardprocessing unit 26 are connected to and controlled by the controller 70.

The controller 70 controlling the medal lending device 10 b is formed ofa microcomputer, and includes a CPU 71, a RAM 72, a ROM 73, and acommunicator 74. The ROM 73 stores therein programs shown in FIGS. 15 to18, machine numbers that specify the respective gaming machine 10, andthe like. The machine number corresponds to a “specifying data item” ofthe present invention. The RAM 72 temporarily stores therein data to beused while the programs are being executed, game status data transmittedfrom the main body 10 a of the gaming machine, registry data read out ofthe ID card, and the like. The CPU 71 enables execution of the programsstored in the ROM 73. The communicator 74 enables data communicationwith the controller 60 of the main body 10 a of the gaming machine anddata communication with the hall computer 40.

Here, a description will be given to a screen displayed on the liquidcrystal monitor 25. As shown in FIGS. 7 and 8, a screen displayed on theliquid crystal monitor 25 is divided into a function select area 251 aand a main area 251 b. In the function select area 251 a, a “DEMO”button 252 a, a “REGISTER” button 252 b, and a “MAIL” button 252 c aredisplayed so that a player can select them. As described above, thetouch panel is provided over the surface of the liquid crystal monitor25. Therefore, when a player touches the buttons 252 a to 252 c, signalscorresponding to the respective buttons are outputted.

When the player 103 touches the “DEMO” button 252 a or when the otherbuttons 252 b and 252 c are kept un-operated for a predetermined periodof time, a demo screen shown in FIG. 7, which, for example, gives apresentation using a character 253 or shows information about the hall101, is displayed in the main area 251 b.

When the player 103 touches the “REGISTER” button 252 b, a registerscreen shown in FIG. 8 is displayed in the main area 251 b. Before theplayer 103 plays a first game in the hall 101, he/she registers his/hername as an “identification data item” and face image data as a “playerimage data item” via the register screen.

In the register screen, a character input screen 254 a is displayed in aleft part of the main area 251 b. The character input screen 254 a showsselectable keys including alphabet keys and an “ENTER” key.

An instruction screen, which shows a name field 254 b, an “OK” button254 c, and a “SHOOT” button 254 d, is displayed in a right part of themain area 251 b. The name field 254 b indicates a name of the player 103which has been inputted through the keys in the character input screen254 a. The “SHOOT” button 254 d is displayed in an unselectable modeuntil the “OK” button 254 c is touched. That is, the “SHOOT” button 254d becomes selectable, only after the player 103 inputs his/her namethrough the keys of the character input screen 254 a, checks the namefield 254 b for the inputted name, and then touches the “OK” button 254c. When the player 103 touches the “SHOOT” button 254 d, the CCD camera24 is driven to shoot the player 103.

After a shooting, the name of the player 103 thus inputted, and his/herface image data obtained from the shooting are, together with themachine number which is stored in the ROM 73 of the controller 70,transmitted to the hall computer 40. Then, a screen of FIG. 9A, 9B, or9C is displayed depending on a notification transmitted from the hallcomputer 40.

More specifically, when a registration has properly been completed, amessage that the registration has been completed and an ID card has beenissued appears as shown in FIG. 9A. When the inputted name has alreadybeen registered by another player 103, a message that the name hasalready been registered appears as shown in FIG. 9B. When the face imagedata obtained from the shooting has already been registered, it isdetermined that the player 103 who is attending to the currentregistration has already been registered, and therefore a message thatthe player 103 has already been registered appears as shown in FIG. 9C.After any of the screens of FIGS. 9A to 9C is displayed, the demo screenof FIG. 7 is automatically displayed.

Thus, no identical name can be registered. If a player 103 triesregistering a name which has already been registered by another player,an error message (see FIG. 9B) appears so that he/she can input anothername. This enables a mail to be transmitted to a desired player withoutfail.

In addition, one player 103 is not allowed double registrations. If analready-registered player 103 tries registering himself/herself again,an error message (see FIG. 9C) appears so that a reliable authenticationof the player 103 can be performed.

When a player 103 touches the “MAIL” button 252 c, a mail preparationscreen of FIG. 10A is displayed in the main area 251 b. Using the mailpreparation screen, the player 103 prepares a mail addressed to anotherplayer 103 who is playing a game in another gaming machine 10. In themail preparation screen, a character input screen 255 a, which issimilar to the character input screen 254 a of the register screen isdisplayed in a left part of the main area 251 b. An address field 255 b,a message field 255 c, and a “TRANSMISSION” button 255 d are displayedin a right part of the main area 251 b. A destination address isinputted in the address field 255 b. Contents of the mail are inputtedin the message field 255 c. Here, what is inputted in the address field255 b is a name the destination player 103 inputted at the time ofregistering himself/herself. When the “TRANSMISSION” button 255 d istouched, mail data, which includes a machine number of the gamingmachine 10 and what have been inputted in the address field 255 b andthe message field 255 c, are transmitted to the hall computer 40.

The hall computer 40 receives the mail data, and then refers to alater-described player data table, so as to transmit the mail to agaming machine 10 that corresponds to the name inputted in the addressfield 255 b. When the mail has been transmitted properly, a message thattransmission has been completed appears as shown in FIG. 10B, and thenthe demo screen of FIG. 7 is displayed. In a case where, for example,the name inputted in the address field 255 b is not registered in thehall computer 40, the mail is not transmitted. Instead, a message urgingthe player 103 to review the destination address appears as shown inFIG. 10C. Then, the mail preparation screen of FIG. 10A is displayedagain.

The gaming machine 10 that has received a mail from the hall computer 40displays on its liquid crystal monitor 25 contents of the mail and aname of a player 103 who transmitted the mail.

Next, a counter 30 will be described.

As shown in FIG. 3, the counter 30 has a main body 30 a and a ticketissuer 30 b which are formed as a unit and placed adjacent to eachother. A controller 80 (see FIG. 5) which is provided inside the mainbody 30 a controls the counter 30. The main body 30 a has a case-likeshape and includes therein a medal receiver 31 and a counting passage(not shown). The medal receiver 31 opens in a top face of the main body30 a. The counting passage aligns medals in the medal receiver 31. Amedal sensor 31S is provided in the medal receiver 31 and connected tothe controller 80. The medal sensor 31S detects a medal which is passingthrough the counting passage, and transmits a detection signal to thecontroller 80. Based on the detection signal thus fed from the medalsensor 31S, the controller 80 counts medals inserted into the medalreceiver 31.

The main body 30 a also has, in its upper part, a CCD camera 32, anumber-of-inserted-medals indicator 33, and a receipt issuing button 34.The CCD camera 32 shoots a counting person 104 who is using the counter30. The number-of-inserted-medals indicator 33 indicates the number ofall medals inserted. No description will be given to the CCD camera 32,because it has the same construction as that of the above-described CCDcamera 24. The CCD camera 32, the number-of-inserted-medals indicator33, and the receipt issuing button 34 are respectively connected to thecontroller 80 (see FIG. 5).

As shown in FIG. 3, the ticket issuer 30 b is placed adjacent to andformed as a unit with the main body 30 a. The ticket issuer 30 b has acase-like shape and a receipt discharge opening 35 provided on a frontface thereof. A printing unit 36 (see FIG. 5) that is connected to thecontroller 80 is provided inside the ticket issuer 30 b. The printingunit 36 includes a printing section that performs a printing on areceipt (not shown), and a discharging section that discharges theprinted receipt out through the receipt discharge opening 35. Upon apressing of the receipt issuing button 34, a receipt on which a resultof counting is printed is discharged through the receipt dischargeopening 35.

The controller 80 is formed of a microcomputer, and includes a CPU 81, aRAM 82, a ROM 83, and a communicator 84. The ROM 83 stores therein aprogram shown in FIG. 19, data, and the like. The RAM 82 temporarilystores therein data to be used while the program is being executed, andthe like. The CPU 81 enables execution of the program stored in the ROM83. The communicator 84 enables data communication with the hallcomputer 40.

Next, with reference to FIG. 6, a description will be given to anelectrical construction of the hall computer 40 which isdata-communicably connected to each of the gaming machines 10 and thecounters 30.

A controller 90 of the hall computer 40 is formed of a microcomputer,and includes a CPU 91 that can execute programs shown in FIGS. 20 to 25,a RAM 92, a ROM 93, and a communicator 94. The ROM 93 stores thereinprograms shown in FIGS. 20 to 25, data, and the like. The RAM 92temporarily stores therein data to be used while the programs are beingexecuted, and the like. The CPU 91 enables execution of the programsstored in the ROM 93. The communicator 94 enables data communicationwith the gaming machines 10 and the counters 30.

An operating unit 95, a display 96, and a mass storage 97 are connectedto the controller 90. The operating unit 95 includes a keyboard and amouse for example, and used for inputting a processing instruction, aname of a staff 105, and the like. The display 96 such as a CRT monitordisplays states of the players 103 and states of the gaming machines 10,and notifies the staff 105 of fraud in accordance with results ofprocessings which will be described later. The storage 97 stores thereina player data table (see FIG. 11), a gaming machine data table (see FIG.12), and a staff data table (see FIG. 13). The controller 90 retrievesdata from the data tables, creates new data, rewrites data, and so on.

As shown in FIG. 11, the player data table stores therein data setsrespectively corresponding to the players 103 each having completed theregistration. Each data set is made up of face image data of acorresponding player 103, a name of the player 103, a machine number ofa gaming machine 10 the player 103 is using, and game status data. Inthe player data table, the machine number and the game status data arerewritten in accordance with data received from the gaming machines 10.

As shown in FIG. 12, the gaming machine data table stores therein datasets respectively corresponding to the gaming machines 10. Each data setis made up of a machine number of a corresponding gaming machine 10,face image data of a player 103 who is using the gaming machine 10, andgame status data. In the gaming machine data table, the player's faceimage data and the game status data are rewritten in accordance withdata received from the gaming machines 10.

As shown in FIG. 13, the staff data table stores therein data setsrespectively corresponding to the staffs 105 who are present in the hall101. Each data set is made up of face image data of a correspondingstaff 105 and a name of the staff 105.

Next, operations of the main body 10 a of the gaming machine 10 will bedescribed with reference to FIG. 14.

First, the controller 60 of the main body 10 a performs a game-startinginitialization (A1) to initialize memory contents of the RAM 62,communication data, and the like. Then, the controller 60 erasespredetermined memory contents of the RAM 62 which were stored at the endof a game (A2). More specifically, the controller 60 erases data from a“writable area” of the RAM 62 which was used in the previous game,writes a parameter necessary for a next game into the writable area ofthe RAM 62, designates a start address for a sequence program of thenext game, and the like.

Then, the controller 60 determines whether a game start permissionsignal is received from the medal lending device 10 b (A3). As will bedetailed later with reference to FIG. 18, the medal lending device 10 btransmits the game start permission signal under a condition that an IDcard is inserted into the card insertion slot 26 b and also that faceimage data stored in the ID card is identical to face image dataobtained from a shooting by the CCD camera 24. When the game startpermission signal has not been received (A3: NO), the controller 60waits until it receives the signal. When the game start permissionsignal has been received (A3: YES), the processing proceeds to A4.

In A4, the controller 60 waits until it receives a signal from theinserted-medal sensor 13S or the BET button 11. Then, the controller 60determines whether the start lever 6 is operated, that is, whether itreceives a command signal for starting a game (A5). The controller 60waits until the start lever 6 is operated. When the start lever 6 isoperated (A5: YES), the controller 60 samples a random number forlottery (A6). Then, the controller 60 checks a game mode for the currentgame (A7). More specifically, the controller 60 sets a game mode for thecurrent game to any of the BB base game mode, the RB game mode, and thebase game mode, and transmits the set game mode to the medal lendingdevice 10 b.

Subsequently, an internal win is determined by executing a probabilitylottery processing (A8). Then, a stop table group that corresponds tothe determined internal win is selected (A9). Then, the reels 3L, 3C,and 3R are rotated using the stop table group thus selected (A10).

Then, rotations of the reels 3L, 3C, and 3R are stopped (A11). Morespecifically, at a timing when the stop buttons 7L, 7C, and 7R arepressed or at a timing when an automatic stop timer indicates “00”, thenumber of sliding frames is determined based on the stop table selectedin A9 and on a reel position at the stop operation. The number ofsliding frames means the number of symbols that moves within the displaywindows 4L, 4C, and 4R after the stop buttons 7L, 7C, 7R are pressed andbefore the reels 3L, 3C, 3R are actually stopped. Thereby, the reel 3L,3C, 3R that corresponds to the pressed stop button 7L, 7C, 7R is rotatedso as to slide the determined number of frames, and then stopped.

Next, a win is determined (A12). More specifically, a win type isdetermined based on a combination of symbols of the reels 3L, 3C, and 3Rthat are stopped on the center line 8 c. Then, medals depending on thedetermined win are credited or paid out (A13). Here, the number ofmedals to be acquired depending on the determined win is indicated bythe number-of-acquired-medals indicator 18. Depending on an operation ofthe C/P button made by the player, the acquired medals are credited orall medals that have already been acquired are paid out through themedal payout opening 15. When paying out medals, controller 60 transmitsthe number of medals paid out to the medal lending device 10 b. When themedals are credited, the credited medals can be bet for a next game bypressing the BET button 11 in the next game. In A13, under a conditionthat the win determined in A12 was the BB or RB, the game mode shifts tothe BB base game mode or the RB game mode.

Next, determined is whether the current game mode is the bonus gamemode, that is, whether the current game mode is the BB base game mode orthe RB game mode (A14). When the current game mode is neither the BBbase game mode nor the RB game mode (A14: NO), the processing returns toA2. When the current game mode is the BB base game mode or the RB gamemode (A14: YES), the controller 60 checks the number of games whichshould be played in the BB base game mode or the RB game mode (A15).More specifically, the controller 60 checks how many times a shifting tothe RB game mode was made, how many games are set in the BB base gamemode, how many times a win was made in the RB game mode, and how manygames are set in the RB game mode.

Next, determined is whether the bonus game mode should be ended (A16).More specifically, when, in the third RB game mode after the BB was won,8 wins are made or 12 games are played, or when, in the BB base gamemode, 30 games are played, it is determined that the bonus game modeshould be ended. When, in the RB game mode after the RB was won as aresult of a combination of “Red 7-Red 7-Blue 7” appearing on theactivated line, 8 wins are made or 12 games are played, it is determinedthat the bonus game mode should be ended. When it is determined that thebonus game mode should not be ended (A16: NO), the processing returns toA2. When it is determined that the bonus game mode should be ended (A16:YES), the bonus game mode is ended (A17), and the game mode shifts tothe base game mode. Then, the processing returns to A2.

Next, operations of the medal lending device 10 b of the gaming machine10 will be described with reference to FIG. 15.

First, the controller 70 of the medal lending device 10 b displays thedemo screen of FIG. 7 on the liquid crystal monitor 25 (B1). Then, thecontroller 70 determines whether, in the demo screen, any button otherthan the “DEMO” button 252 a shown in the function select area 251 a istouched or not (B2). When the player 103 touches the “DEMO” button 252 aor does not touch any button, it is determined that a button other thanthe “DEMO” button 252 a is not touched (B2: NO), and the processingreturns to B1 so that the demo screen remains displayed on the liquidcrystal display 25.

When the player 103 touches a button other than the “DEMO” button 252 a(B2: YES), then the controller 70 determines whether the “REGISTER”button 252 b is touched or not (B3). When it is determined that the“REGISTER” button 252 b is touched (B3: YES), the register screen ofFIG. 8 is displayed on the liquid crystal monitor 25 and then aregistration processing of FIG. 16 is executed (B5).

In the registration processing, first, whether in the register screen aname has been inputted or not is determined (C1). More specifically,determined are whether a name of the player 103 has been inputted in thefield 254 b shown in FIG. 8 and then the “OK” button 254 c shown in FIG.8 has been touched or not. When a name has not been inputted (C1: NO),whether a predetermined period of time has elapsed since the registerscreen was displayed or not is determined (C13). When the predeterminedperiod of time has not yet elapsed (C13: NO), the processing returns toC1. When the predetermined period of time has elapsed (C13: YES), theprocessing exits from this routine and returns to B1 of FIG. 15 so thatthe demo screen is displayed.

When a name has been inputted (C1: YES), the “SHOOT” button 254 d in theregister screen becomes selectable (C2). Then, whether the “SHOOT”button 254 d has been touched or not is determined (C3). When the“SHOOT” button 254 d has not been touched (C3: NO), the controller 70waits until the “SHOOT” button 254 d is touched. When the “SHOOT” button254 d has been touched (C3: YES), the CCD camera 24 shoots the player103 (C4). More specifically, the CCD camera is constantly transmittingimage data of the player 103 to the controller 70, and the image data istemporarily stored in an image RAM (not shown) of the controller 70. Ata timing when the “SHOOT” button 254 d is touched, the controller 70reads the image data out of the image RAM.

Subsequently, the controller 70 extracts a face region of the player 103from the read image data by a known method, and generates face imagedata of the player 103 (C5). More specifically, in an example, thecontroller 70 firstly determines whether a color tone and a gradation ofeach pixel are within a predetermined skin-color range, and extracts askin-color region. Then, the controller 70 extracts a face region fromthe skin-color region by removing from the skin-color region partsdifferent from a face region based on their sizes and shapes. Data onthe face region extracted in this manner is the face image data.

Then, the controller 70 reads a machine number out of the ROM 73 (C6).In C7, the controller 70 transmits to the hall computer 40 the machinenumber read out in C6 and registry data which includes the inputted nameand the face image data generated in C5. The controller 70 thendetermines whether it has received from the hall computer 40 anotification about the registration or not (C8). When the notificationhas not been received (C8: NO), the controller 70 waits until itreceives the notification.

When the notification has been received (C8: YES), the controller 70determines whether a registration has been completed or not based on thenotification received (C9). In a case where a name inputted in the namefield 254 b has already been registered in the hall computer 40 or in acase where the face image data obtained from the shooting has alreadybeen registered in the hall computer 40, a notification ofnon-registerability is received (C9: NO), and a message that the namehas already been registered or a message that the player 103 has alreadybeen registered appears as shown in FIG. 9B or 9C (C12). Then, theprocessing exits from this routine, and returns to B1 of FIG. 15 inwhich the demo screen is displayed. Alternatively, it is also possiblethat the register screen of FIG. 8 is displayed.

When the controller 70 receives a notification that the registration hasbeen completed (C9: YES), a message that the registration has beencompleted appears as shown in FIG. 9A (C10). Then, a new ID card with anIC chip which stores therein the registry data including the name andthe face image data is issued out through the card issuing slot 26 a(C11). Then, the processing exits from this routine, and returns to B1of FIG. 15 in which the demo screen is displayed.

In a case where the controller 70 has failed to generate face image datain C5, a message advising the player 103 to shoot himself/herself againmay appear on the liquid crystal monitor 25. This can ensure that faceimage data of the player 103 is generated.

Referring to FIG. 15 again, when it is determined that the “REGISTER”button 252 b is not touched (B3: NO), the controller 70 determines thatthe “MAIL” button 252 c is touched, and displays the mail preparationscreen of FIG. 10A on the liquid crystal monitor 25 (B6). Then, a mailtransmission processing of FIG. 17 is executed (B7).

In the mail transmission processing, first, the controller 70 determineswhether in the mail transmission screen the “TRANSMISSION” button 255 dhas been touched or not (D1). When the “TRANSMISSION” button 255 d hasnot been touched (D1: NO), the controller 70 waits until the“TRANSMISSION” button 255 d is touched. When the “TRANSMISSION” button255 d has been touched (D1: YES), the controller 70 then determineswhether a destination address has been inputted in the address field 255b or not (D2). When a destination address has not been inputted (D2:NO), the processing returns to D1. In this case, a massage advising theplayer 103 to input a destination address may appear on the liquidcrystal monitor 25. When a destination address is has been inputted (D2:YES), the controller 70 transmits mail data to the hall computer 40(D3). The mail data includes a machine number of the gaming machine 10and contents inputted in the address field 255 b and the message field255 c.

The controller 70 determines whether it has received from the hallcomputer 40 a notification about the transmission of mail or not (D4).When the notification has not been received (D4: NO), the controller 70waits until it receives the notification. When the notification has beenreceived (D4: YES), the controller 70 determines whether a maintransmission has been completed or not based on the notificationreceived from the hall computer 40 (D5). In a case where, for example,the name inputted in the address field 255 b has not been registered inthe hall computer 40, a mail transmission is uncompleted (D5: NO). Inthis case, a message advising the player 103 to review the destinationaddress appears as shown in FIG. 10C (D7), and the mail preparationscreen of FIG. 10A is displayed again (D8). Then, the processing returnsto D1. When a mail transmission is completed (D5: YES), a message that amail has been transmitted appears as shown in FIG. 10B (D6), and theprocessing exits from this routine. The processing then returns to B1 ofFIG. 15 in which the demo screen is displayed.

The controller 70 of the medal lending device 10 b executes the mainroutine of FIG. 15, while it also executes a player authenticationprocessing of FIG. 18 under the condition where an ID card is insertedinto the card insertion slot 26 b. The authentication processing isbeing continuously executed while an ID card is being inserted into thecard insertion slot 26 b.

In the player authentication processing, first, the controller 70 readsface image data out of an IC chip of an inserted ID card (E1). The datathus read out is temporarily stored in the RAM 72. Then, the CCD camera24 shoots a player (E2), and face image data is generated in the samemanner as described above (E3). In E4, the controller 70 compares theface image data read out of the ID card in E1 with the face image datagenerated in E3. Then, the controller 70 determines whether these twopieces of face image data are identical or not (E5). More specifically,in E4, the controller 70 calculates a similarity between the two piecesof face image data by a known method. In E5, when the similaritycalculated in E4 is equal to or more than a threshold value it isdetermined that the two pieces of face image data are identical, andwhen the similarity is less than the threshold value it is determinedthat the two pieces of face image data are not identical.

When the pieces of face image data are not identical (E5: NO), thecontroller 70 determines that the player 103 who is currently trying toplay a game in the gaming machine 10 is not identical to a player who isregistered in the ID card. Thus, the controller 70 forces the ID cardout from the card insertion slot 26 b (E10), and the processing exitsfrom this routine. That is, in this case the player 103 cannot start agame.

When the pieces of face image data are identical (E5: YES), thecontroller 70 transmits a game start permission signal to the main body10 a of the gaming machine 10 (E6). Then, the controller 70 reads amachine number and game status data out of the RAM 72 (E7). In E8, thecontroller 70 transmits to the hall computer 40 authentication data,which includes the face image data generated in E3 and the machinenumber and the game status data read out in E7.

In E9, the controller 70 determines whether a predetermined period oftime has elapsed or not since the CCD camera 24 previously shot theplayer 103. When the predetermined period of time has not yet elapsed(E9: NO), the controller 70 waits until the predetermined period of timeelapses. When the predetermined period of time has elapsed (E9: YES),the processing returns to E2 and the above-described operations arerepeated.

When the card eject button 26 c is pressed, the ID card is ejected fromthe card insertion slot 26 b (E10), and the processing exits from thisroutine.

It may also be possible to, when the ID card is ejected from the cardinsertion slot 26 b (E10), force the game mode into the base game modeeven during the bonus game mode. As a result, even when the player 103quits a game in the bonus game mode, another player 103 cannot take overthe game and thus cannot dishonestly acquire medals.

Next, operations of the counter 30 will be described with reference toFIG. 19.

The controller 80 of the counter 30 firstly determines, based on adetection signal transmitted from the medal sensor 31S, whether a medalor medals is/are inserted into the medal receiver 31 or not (F1). Whenno medal is inserted (F1: N6), the controller 80 waits until a medal isinserted. When a medal or medals is/are inserted (F1: YES), thecontroller 80 counts the medal(s) that have been inserted into the medalreceiver 31, based on the detection signal transmitted from the medalsensor 31S. Then, the controller 80 displays a result of the counting onthe number-of-inserted-medals indicator 33 (F2).

Then, the CCD camera 32 shoots a counting person 104 (F3), and generatesface image data in the same manner as described above (F4). In F5, thecontroller 80 transmits to the hall computer 40 a medal count data,which corresponds to the result of the counting performed in F2, and theface image data of the counting person 104 which was generated in F4.Then, the controller 80 determines whether the receipt issuing button 34is pressed or not (F6). When the receipt issuing button 34 is notpressed (F6: NO), the controller 80 waits until the receipt issuingbutton 34 is pressed. When the receipt issuing button 34 is pressed (F6:YES), the controller 80 drives the printing section and the dischargingsection of the printing unit 36, so that the result of counting themedals is printed on a receipt which is then discharged through thereceipt discharge opening 35 (F7). Then, the processing returns to F1,and the above-described operations are repeated.

Next, operations of the hall computer 40 will be described withreference to FIG. 20.

The controller 90 of the hall computer 40 firstly determines whetherregistry data is received from any one of the medal lending devices 10 bor not (S1). When registry data is received (S1: YES), the controller 90executes a registration processing of FIG. 21 (S2).

In the registration processing, first, the controller 90 determineswhether a name included in the received registry data is registered inthe player data table stored in the storage 97 or not (S101). When thename is registered (S101: YES), the controller 90 transmits anotification of non-registerability to the medal lending device 10 bthat has transmitted the registry data (S109). In this case, the messageshown in FIG. 9B appears on the liquid crystal monitor 25 of the medallending device 10 b. Then, the processing exits from this routine, andreturns to S1 of FIG. 20.

When the name included in the received registry data is not registered(S101: NO), the controller 90 then determines whether face image dataincluded in the registry data is registered in the player data tablestored in the storage 97 or not (S102). More specifically, thecontroller 90 compares a local image of the face image data included inthe received registry data with a local image of face image dataincluded in each data set stored in the player data table. When thecontroller 90 finds identical face image data, it determines that theface image data is registered.

When the face image data is registered (S102: YES), the controller 90determines that a player 103 who is attending to the currentregistration has already been registered, and transmits a notificationof non-registerability to the medal lending device 10 b that hastransmitted the registry data (S107). In this case, the message shown inFIG. 9C appears on the liquid crystal monitor 25 of the medal lendingdevice 10 b. Then, the processing exits from this routine, and returnsto S1 of FIG. 20.

When the face image data is not registered (S102: NO), the controller 90registers a player 103 based on the received registry data and themachine number received together with the registry data (S103). Morespecifically, the controller 90 creates a new data set in the playerdata table stored in the storage 97. Then, the controller 90 transmits anotification that the registration has been completed to the gamingmachine 10 that is a sender of the registry data (S104). In this case,the message shown in FIG. 9A appears on the liquid crystal monitor 25 ofthe medal lending device 10 b, and an ID card is issued.

Then, based on the received machine number, the controller 90 retrieves,from the gaming machine data table stored in the storage 97, a data setcorresponding to the gaming machine 10 that is a sender of the registrydata (S105). Face image data included in the retrieved data set isrewritten into the face image data included in the received registrydata, and game status data included in the data set is reset (S106).Here, resetting the game status data means setting the number of payoutmedals to zero. Then, the processing exits from this routine, andreturns to S1 of FIG. 20.

Referring to FIG. 20 again, when the controller 90 does not receiveregistry data (S1: NO), then the controller 90 determines whetherauthentication data is received from any of the medal lending devices 10b (S3). When authentication data is received (S3: YES), the controller90 executes a player data table updating processing of FIG. 22 (S4).

In the player data table updating processing, first, the controller 90determines whether face image data included in the receivedauthentication data is registered in the player data table stored in thestorage 97 or not (S201). When the face image data included in thereceived authentication data is registered (S201: YES), the controller90 retrieves a corresponding data set from the player data table (S202).The controller 90 determines whether a machine number included in theretrieved data set is identical to a machine number included in thereceived authentication data (S203).

When they are not identical (S203: NO), the controller 90 determinesthat the player 103 has moved to another gaming machine 10, and rewritesthe machine number included in the retrieved data set into the machinenumber included in the received authentication data (S204).Subsequently, the controller 90 rewrites game status data included inthe retrieved data set into game status data included in the receivedauthentication data (S205).

When they are identical (S203: YES), the controller 90 determines thatthe player 103 has not moved to any other gaming machine 10, i.e., hasbeen staying at the same gaming machine 10, and rewrites game statusdata alone included in the retrieved data set (S205).

After S205, the controller 90 notifies a staff 105 that data stored inthe storage 97 have been updated, by means of the display 96 (S207).Then, the processing exits from this routine.

When the face image data included in the received authentication data isnot registered in the player data table (S201: NO), the controller 90determines that there is high possibility of occurrence of an error orfraud by the player 103. This is because face image data of the player103 is not registered in the player data table of the hall computer 40although the medal lending device 10 b determines that face image dataregistered in the ID card and face image data obtained from a shootingare identical (see E5 of FIG. 18). Therefore, through the display 96,the controller 90 notifies the staff 105 that fraud or an error hasoccurred (S206), and the processing exits from this routine.

Like this, face image data of the player 103 is checked twice.Specifically, the medal lending device 10 b compares face image dataobtained from a shooting by the CCD camera 24 with face image dataregistered in an ID card, and in addition the hall computer 40subsequently examines whether the face image data is registered in theplayer data table or not. As a result, authentication accuracy isimproved to more easily prevent occurrence of an error or fraud by aplayer.

After S4, the controller 90 executes a gaming machine data tableupdating processing of FIG. 23 (S5). In the gaming machine data tableupdating processing, first, the controller 90 retrieves from the gamingmachine data table a data set that corresponds to a machine numberincluded in the received authentication data (S301). The controller 90determines whether face image data included in the retrieved data set isidentical to face image data included in the received authenticationdata (S302). When they are not identical (S302: NO), the controller 90determines based on game status data included in the retrieved data setwhether a game mode currently adopted in the gaming machine 10 is any ofthe BB base game mode and the RB game mode (S303).

When the current game mode is neither the BB base game mode nor the RBgame mode (S303: NO), the controller 90 rewrites face image dataincluded in the retrieved data set into face image data included in thereceived authentication data and at the same time resets the game statusdata included in the data set (S304).

When face image data included in the retrieved data set and face imagedata included in the received authentication data are identical (S302:YES), the controller determines that the same player 103 continuesplaying a game in the gaming machine 10, and rewrites the game statusdata alone into game status data included in the received authenticationdata (S306).

After S304 or S306, the controller 90 notifies a staff 105 that datastored in the storage 97 have been updated, by means of the display 96(S307). Then, the processing exits from this routine, and returns to S1of FIG. 20.

When the current game mode is the BB base game mode or the RB game mode(S303: YES), the controller determines that a player 103 playing in thegaming machine 10 has been replaced in a bonus game mode, and notifies astaff 105 of replacement by means of the display 96 (S305). As a result,while a player 103 who plays a game in the bonus game mode istemporarily leaving a gaming machine 10, another player cannot resumethe game in the gaming machine 10. Then, the processing exits from thisroutine, and returns to S1 of FIG. 20.

Referring to FIG. 20 again, when authentication data is not receivedfrom any of the medal lending devices 10 b (S3: NO), the controller 90determines whether medal count data is received from any of the counters30 or not (S6). When medal count data is received (S6: YES), thecontroller 90 executes a counting person monitoring processing of FIG.24 (S7).

In the counting person monitoring processing, first, the controller 90determines whether face image data, which has been received togetherwith the medal count data from the counter 30, is registered or not inthe player data table stored in the storage 97 (S401). When the faceimage data is registered (S401: YES), a data set corresponding to theface image data is retrieved from the player data table (S402). Then,the controller 90 compares the number of payout medals that is includedin the retrieved data set with the received medal count data (S403), andthen determines whether they are identical or not (S404). When they areidentical (S404: YES), it is deemed to be normal and thus the processingexits from this routine. When they are not identical (S404: NO), thecontroller 90 determines that, for example, there is high possibilitythat the counting person 104 who is using the counter 30 has dishonestlybrought medals in from the outside. Therefore, through the display 96,the controller 90 notifies the staff 105 of occurrence of fraud (S406).Then, the processing exits from this routine.

In a case where, in S403, the number of medals counted by the counter30, which is expressed by the received medal count data, is smaller thanthe number of medals paid out of the gaming machine 10, which means thenumber of payout medals included in the retrieved data set, it may beconsidered that, for example, the player 103 after finishing a game hasdropped some of his/her medals while he/she was carrying the medals fromthe gaming machine 10 to the counter 30. This is not fraud. In thiscase, therefore, in S404 the controller 30 may determine that the numberof payout medals and the result of counting medals are identical.

When the face image data received from the counter 30 is not registeredin the player data table (S401: NO), then the controller 90 determineswhether the face image data is registered in the staff data table storedin the storage 97 or not (S405). When the face image data is registeredin the staff data table (S405: YES), the controller 90 determines that astaff 105 counts medals in the counter 30 on behalf of the player 103,and the processing exits from this routine. When the face image data isnot registered in the staff data table (S405: NO), the controller 90determines that someone other than the player 103 nor the staff 105 isusing the counter 30, which is therefore notified to the staff 105through the display 96 (S406). Then, the processing exits from thisroutine, and returns to S1 of FIG. 20.

Like this, by determining whether face image data obtained by shooting acounting person 104 who is using the counter 30 is registered in thestorage 97 of the hall computer 40 or not in S401, the controller 90 cancheck whether the counting person 104 has actually played a game andacquired the medals by himself/herself or not. This can prevent acounting person 104 from practicing fraud with the counter 30. Inaddition, the number of medals counted by the counter 30, which isexpressed by the received medal count data, is compared with the numberof medals paid out of the gaming machine 10, which means the number ofmedals included in the retrieved data set (S403). Thereby, thecontroller 90 can check whether a counting person 104 has dishonestlybrought medals in or not.

Referring to FIG. 20 again, when medal count data is not received fromany of the counters 30 (S6: NO), the controller 90 determines that amail data is received from any of the medal lending devices 10 b andexecutes a mail transmission/reception processing of FIG. 25 (S8).

In the mail transmission/reception processing, first, the controller 90specifies a name of a player 103 who has transmitted a mail, based on amachine number included in the received mail data (S501). Morespecifically, the controller 90 retrieves, from the gaming machine datatable stored in the storage 97, a data set corresponding to the machinenumber included in the received mail data, and specifies a name based onthe data set.

Then, the controller 90 determines whether the name specified in S501 isregistered in the player data table or not (S502). When the name is notregistered (S502: NO), the controller 90 determines that a sender of themail does not exist, and transmits a notification of transmission errorto a gaming machine 10 that is a sender of the mail (S507). In thiscase, the screen shown in FIG. 10C is displayed on the liquid crystalmonitor 25 of a medal lending device 10 b included in the gaming machine10. Thus, the processing exits from this routine.

When the name specified in S501 is registered in the player data table(S502: YES), the controller 90 retrieves a data set corresponding to thename from the player data table (S503), and specifies a machine numberincluded in the data set (S504). Then, the controller 90 transmits themail data to a gaming machine 10 that is assigned to the specifiedmachine number, i.e., that is a destination of the mail (S505). Then,the controller 90 transmits a notification that a mail transmission hasbeen completed to the gaming machine 10 that is a sender of the mail(S506). In this case, the screen shown in FIG. 10B is displayed on theliquid crystal monitor 25 of the medal lending device 10 b included inthe gaming machine 10. Thus, the processing exits from this routine, andreturns to S1 of FIG. 20.

In this embodiment, as thus far described above, in a case where faceimage data formed based on a shooting by the CCD camera 24 of the medallending device 10 b has already been registered in the hall computer 40(S201: YES) and in addition a machine number corresponding to the faceimage data is not identical to a machine number included inauthentication data received from the medal lending device 10 b (S203:NO), the controller 90 rewrites a machine number (S204). That is, eachtime a player 103 changes a gaming machine 10, contents of the storage97 of the hall computer 40 are accordingly rewritten. Then, when a mailwhich is addressed to a name is transmitted from a medal lending device10 b to the hall computer 40, the hall computer 40 transmits the mailbased on a machine number that is associated with the name withreference to the storage 97. Accordingly, when a player 103 wants tocommunicate with another player 103, he/she does not have to know whichgaming machine 10 another player 103 is using now, but has only totransmit a mail addressed to a name of another player 103, so as totransmit the mail to another player 103 thus communicating with anotherplayer 103. In addition, a player 103 can concentrate on a game becausehe/she does not have to exert an effort to always know which gamingmachine 10 his/her communicatee is using now.

In S401, whether a face image data of a counting person 104 resultingfrom an imaging by the CCD camera 32 of the counter 30 is registered inthe player data table within the storage 97 or not is determined.Thereby, whether the counting person 104 who is counting a game value onthe counter 30 has actually played a game in a gaming machine 10 or notcan be determined. Accordingly, even though, for example, medalsacquired by a player is brought out by a dishonest stranger who thenattempts counting the medals on the counter 30, whether the countingperson 104 is counting medals he/she has acquired by himself/herself asa result of actually playing a game or not can be determined. This canprevent fraud in the counter 30, without requiring a monitoring by astaff 105.

Moreover, in S403, the number of medals counted by the counter 30 iscompared with the number of medals paid out by the hopper 69 of a gamingmachine 10. When they are not identical (S404: NO), a staff 105 isnotified of occurrence of fraud through the display 96 (S406). Even whena face image data of a counting person 104 is stored in the storage 97,the above-described comparison is made, to determine whether thecounting person 104 dishonestly acquired medals or not. This can moreeffectively prevent fraud in the counter 30.

Further, the storage 97 of the hall computer 40 stores therein the staffdata table (see FIG. 13) including a face image data of each staff 105.In S405, whether a face image data of a counting person 104 receivedfrom the counter 30 is registered in the staff data table or not isdetermined. This tells whether a person who is counting medals on thecounter 30 is a staff 105 or not.

As long as an ID card is kept inserted in the card insertion slot 26 b,a player 103 is shot at predetermined intervals (E9 and E2), and faceimage data thus generated is outputted to the hall computer 40.Accordingly, even when a player 103 has changed during a game, it canimmediately be detected. For example, if, while a player 103 who plays agame in the bonus game mode is temporarily leaving a gaming machine 10,another player 103 resumes the game in the gaming machine 10 withoutpermission, this fraud can immediately be detected.

If the player authentication processing (see FIG. 18) utilizes faceimage data of a player 103 which is registered in the hall computer 40,the authentication processing cannot be executed when a trouble occursin a network that connects the respective gaming machines 10 to the hallcomputer 40 or when a data table, etc., stored in the hall computer 40is erased. In this embodiment, on the other hand, face image data formedbased on a shooting by the CCD camera 24 are not transmitted from themedal lending device 10 b to the hall computer 40. Instead, each medallending device 10 b itself authenticates a player 103 by comparing faceimage data stored in an ID card with face image data obtained from ashooting by the CCD camera 24 (E4). Thus, in this embodiment, theauthentication processing is reliably executed even when theabove-mentioned troubles occur.

The more players 103 are registered, the more volume of data must berecorded in the hall computer 40, which may cause a lot of trouble withdata management. In this embodiment, on the other hand, registry data isstored in an ID card which is owned by each player 103, so that datamanagement can easily be done.

In the above-described embodiment, the CCD camera 24 is mounted on themedal lending device 10 b, so that the CCD camera 24 shoots, in anoblique direction, a player 103 who is sitting in front of the main body10 a. However, it may be possible that the main body 10 a is providedwith a CCD camera 124 as shown in FIG. 26. In this case, an imageobtained is a front image of a player 103 resulting from a shooting bythe CCD camera 124. This gives improved reliability to a shooting resultby the CCD camera 124, and therefore an authentication error does noteasily occur, so as to improve authentication accuracy. Alternatively,it may also be possible that the CCD camera 24 is mounted on a devicethat is separate from both of the main body 10 a and the medal lendingdevice 10 b.

A device that images a player 103 is not limited to the CCD camera 24,but may for example be a CMOS camera or any other cameras.

The main body 10 a and the medal lending device 10 b of the gamingmachine 10 may be controlled by a single controller.

In the counting person monitoring processing executed by the hallcomputer 40 (see FIG. 24), it may be possible that the hall computer 40transmits a signal to the counter 30 so as to prevent the ticket issuer30 b from issuing a receipt in a case where face image data obtainedfrom a shooting by the CCD camera 32 is not registered in the playerdata table (S401: NO) or in a case where the received medal count datais not identical to the number of payout medals included in theretrieved data set (S404: NO). This can prevent fraud in the counter 30.

It may be possible that an ID card insertion slot is formed in thecounter 30, in order that the controller 80 of the counter 30 cancompare face image data read out of the ID card with face image dataobtained from a shooting by the CCD camera. Further, it may be possiblethat not only the registry data but also the number of medals paid outof the gaming machine 10 is stored in an ID card, in order that thecontroller 80 of the counter 30 can compare the number of payout medalsread out of the ID card with a result of counting based on a detectionsignal from the medal sensor 31S. That is, although in theabove-described embodiment the hall computer 40 performs the countingperson monitoring processing (see FIG. 24) to detect a counting person104 practicing fraud, each counter 30 itself may detect a countingperson 104 practicing fraud by executing the above-mentioned comparison.This makes it possible for each counter 30 to detect a counting person104 practicing fraud even when communication with the hall computer 40is broken by a network trouble, etc.

Face image data of a player 103 is used as the player image data item inthe above-described embodiment, but alternatively image data of acertain part, e.g., a nose or an eye, of the player 103 other than aface may be used. For example, it may be possible to extract, as theplayer image data item, a nose or an eye part from image data obtainedby the CCD camera 24. A method of generating a player image data itemand a method of checking image data are not limited to the ones employedin the above-described embodiment.

In the above-described embodiment, a mail is transmitted and receivedthrough the liquid crystal monitor 25 mounted on the medal lendingdevice 10 b. However, this is not limitative. For example, the liquidcrystal display of the main body 10 a of the gaming machine may serve totransmit and receive a mail.

The identification data item to which a mail is addressed may either bea real name and a handle name, and alternatively may be anything otherthan the name, as long as it enables identification of each individualplayer.

A notification unit is not limited to the display 96 of the hallcomputer 40 but may be, for example, a portable device which is carriedby a staff 105 and through which the staff 105 is notified of fraud andthe like.

In the above-described embodiment, the controller 60 of the main body 10a is connected to the hall computer 40 through the controller 70 of themedal lending device 10 b. However, the controller 60 may be directlyconnected to the hall computer 40. In this case, it may be possible thatthe controller 60 of the main body 10 a transmits data received from thecontroller 70 of the medal lending device 10 b to the hall computer 40.

The gaming machines 10, the counters 30, and the hall computer 40 may beconnected wirelessly.

The gaming machine 10 is not limited to a pachi-slot machine, but may bea so-called pinball machine using pinballs. In addition, in the gamingmachine 10, a card that stores therein game values given to a player maybe used as a game medium. The game value may not only be a medal butalso be a coin, a pinball, and the like.

While this invention has been described in conjunction with the specificembodiments outlined above, it is evident that many alternatives,modifications and variations will be apparent to those skilled in theart. Accordingly, the preferred embodiments of the invention as setforth above are intended to be illustrative, not limiting. Variouschanges may be made without departing from the spirit and scope of theinvention as defined in the following claims.

1. A server that is data-communicably connected to respective gamingmachines and enables a mail transmission and reception among the gamingmachines, each of the gaming machines having an imaging unit that imagesa player and an input unit through which the player inputs his/heridentification data item, wherein the server comprises: a storage thatrewritably stores therein a player image data item resulting from animaging by the imaging unit, a specifying data item that specifies eachof the gaming machines, and the identification data item, in such amanner that these data items are associated with one another; a firstdetermination unit that determines, upon every imaging by the imagingunit, whether a player image data item resulting from the imaging hasbeen stored in the storage or not; a second determination unit thatdetermines, when the first determination unit determines that the playerimage data item resulting from the imaging has been stored in thestorage, whether or not a specifying data item associated with theplayer image data item in the storage is identical to a specifying dataitem received, upon every imaging by the imaging unit, from a gamingmachine that has the imaging unit; a rewriting unit that, when thesecond determination unit determines that the specifying data items arenot identical, rewrites the specifying data item associated with theplayer image data item in the storage into the specifying data itemreceived from the gaming machine; a mail reception unit that receivesfrom any of the gaming machines a mail addressed to an identificationdata item; and a mail transmission unit that transmits the mail based ona specifying data item stored in the storage and associated with theidentification data item to which the mail is addressed.
 2. A gamesystem that includes gaming machines and a server data-communicablyconnected to the respective gaming machines, and enables a mailtransmission and reception among the gaming machines, wherein each ofthe gaming machines comprises: a specifying data item storage thatstores therein a specifying data item for specifying the gaming machineitself; an imaging unit that images a player; a player image data itemgeneration unit that generates a player image data item based on aresult of an imaging by the imaging unit; an output unit that outputsthe player image data item generated by the player image data itemgeneration unit together with the specifying data item; an input unitthrough which a player inputs his/her identification data item; a mailpreparation unit that prepares a mail addressed to an identificationdata item of another player; and a mail transmission unit that transmitsthe mail prepared by the mail preparation unit, wherein the servercomprises: a first reception unit that receives the player image dataitem and the specifying data item outputted from the output unit; asecond reception unit that receives the identification data iteminputted through the input unit; a storage that rewritably storestherein the player image data item, the specifying data item, and theidentification data item, in such a manner that these data items areassociated with one another; a first determination unit that determineswhether the player image data item received by the first reception unithas been stored in the storage or not; a second determination unit thatdetermines, when the first determination unit determines that the playerimage data item has been stored in the storage, whether or not aspecifying data item associated with the player image data item in thestorage is identical to the specifying data item received by the firstreception unit together with the player image data item; a rewritingunit that, when the second determination unit determines that thespecifying data items are not identical, rewrites the specifying dataitem associated with the player image data item in the storage into thespecifying data item received from the gaming machine; a mail receptionunit that receives from any of the gaming machines a mail addressed toan identification data item; and a mail transmission unit that transmitsthe mail based on a specifying data item stored in the storage andassociated with the identification data item to which the mail isaddressed.
 3. A server that is data-communicably connected to aplurality of gaming machines each having a player imaging unit thatimages a player and a payout unit that pays out a game value based on agame result, and also data-communicably connected to a counter having acounting unit that counts the game value and a counting-person imagingunit that images a counting person, wherein the server comprises: astorage that stores therein a player image data item resulting from animaging by the player imaging unit; a retrieval unit that retrieves fromthe storage a player image data item that is identical to acounting-person image data item resulting from an imaging by thecounting-person imaging unit; and a first notification unit thatnotifies a result of retrieval made by the retrieval unit.
 4. The serveraccording to claim 3, further comprising: a payout amount data receptionunit that receives an amount data item of the game value paid out by thepayout unit; a payout amount data storing unit that stores, into thestorage, the payout amount data item received by the payout amount datareception unit, in such a manner that the payout amount data item isassociated with a player image data item; a counted amount datareception unit that receives an amount data item of the game valuecounted by the counting unit; a comparison unit that compares the payoutamount data item associated with the player image data item retrieved bythe retrieval unit with the counted amount data item received by thecounted amount data reception unit; and a second notification unit thatnotifies a result of comparison made by the comparison unit.
 5. Theserver according to claim 3, wherein: the storage stores therein amanager image data item regarding a manager of the gaming machines; andthe retrieval unit retrieves from the storage a manager image data itemthat is identical to a counting-person image data item resulting from animaging by the counting-person imaging unit.
 6. A game system thatincludes a plurality of gaming machines each paying out a game valuebased on a game result, a counter counting the game value, and a serverdata-communicably connected to the respective gaming machines and thecounter, wherein each of the gaming machines comprises: a player imagingunit that images a player; a player image data item generation unit thatgenerates a player image data item based on a result of an imaging bythe player imaging unit; and a player image data item transmission unitthat transmits, to the server, the player image data item generated bythe player image data item generation unit, wherein the countercomprises: a counting-person imaging unit that images a counting person;a counting-person image data item generation unit that generates acounting-person image data item based on a result of an imaging by thecounting-person imaging unit; and a counting-person image data itemtransmission unit that transmits, to the server, the counting-personimage data item generated by the counting-person image data itemgeneration unit, wherein the server comprises: a player image data itemreception unit that receives the player image data item transmitted bythe player image data item transmission unit; a storage that storestherein the player image data item received by the player image dataitem reception unit; a counting-person image data item reception unitthat receives the counting-person image data item transmitted by thecounting-person image data item transmission unit; a retrieval unit thatretrieves from the storage a player image data item that is identical tothe counting-person image data item received by the counting-personimage data item reception unit; and a notification unit that notifies aresult of retrieval made by the retrieval unit.
 7. The game systemaccording to claim 6, wherein the player imaging unit images a player atpredetermined intervals.